Can the pistol be made to change in pitch with how rapidly it's fired?
[QUOTE=kwant111;44607176]Sneakpeek:
[t]http://puu.sh/8hVwH.jpg[/t]
[t]http://puu.sh/8hVG2.jpg[/t]
[t]http://puu.sh/8hVI0.jpg[/t]
[t]http://puu.sh/8hVKE.jpg[/t]
[b]edit:[/b]
Better than my smg I hope :v:
Ignore the smoothing errors, will be fixed.[/QUOTE]
eh, one thing that is interesting about the default smg and pistol, is that while they are a mp7 and a usp, they kinda have a rather alienesque look, at least it seems
[QUOTE=Falkok15;44607481]Make the pistol sound better than the 'Puff' sound the original made.[/QUOTE]
I already worked on it and others, I have an old preview, while some of these sounds changed or were discarded, the pistol and the ar2 stayed.
[url]https://www.youtube.com/watch?v=2A4kTdwjIaw[/url]
EDIT: For some reason, the code to embed refuses to work
[QUOTE=tehstrelok;44609536]eh, one thing that is interesting about the default smg and pistol, is that while they are a mp7 and a usp, they kinda have a rather alienesque look, at least it seems[/QUOTE]
The HL2 Pistol is just a low poly/texture USP Match, which is what the above model is a recreation of.
[img]http://img3.wikia.nocookie.net/__cb20090527021804/half-life/en/images/9/9a/USP_Match.jpg[/img]
[img]http://img4.wikia.nocookie.net/__cb20131110031320/project-infinity/images/a/a4/USPMATCH.jpg[/img]
[QUOTE=Mr. Someguy;44607381]Looks higher quality than real life :v:[/QUOTE]
High quality indeed, but I just wish my brain would stop thinking it's from Cinematic Mod; because it looks too convincing
[QUOTE=Falkok15;44606654]In City 17, can you guys add some sort of modern art we can destroy?[/QUOTE]
like you're trying to do :v
[QUOTE=xalener;44609913]like you're trying to do :v:[/QUOTE]
Fixed.
eh, another thing, in point insertion, a stunstick hit should always knock you down just like when you first meet Alyx, and then get a game over screen with a postmorten message saying something about being captured or something, it would be a lot better than getting indefinetly hit by an angry cop and never diying or anything, during the apartment raid, you can also see that citizens are knocked unconcious instantly with one stunstick hit, and Gordon isn´t wearing the HEV suit yet, also if you get caught by the cops in the stairs during the raid, I think you get a white screen and then reloads a checkpoint.
Before going into the appartments, you go through an alley and 2 cops are arresting 2 citizens, if you bother them and get hit trying to get through them, you get the white screen, and then reapear a few steps away instead of them arresting you or something.
You do die if you get hit too much.
[QUOTE=Giraffen93;44610453]You do die if you get hit too much.[/QUOTE]
but still, it should take one hit just like the other citizens without a hazzard suit
I think it would be nicer if the hl2 pistol sound mimicked (but not copied) the original USP match. It sounds closer to the HL1 pistol, I reckon.
[media]http://www.youtube.com/watch?v=9nSkSPzClvg[/media]
[QUOTE=tehstrelok;44610074]eh, another thing, in point insertion, a stunstick hit should always knock you down just like when you first meet Alyx, and then get a game over screen with a postmorten message saying something about being captured or something, it would be a lot better than getting indefinetly hit by an angry cop and never diying or anything, during the apartment raid, you can also see that citizens are knocked unconcious instantly with one stunstick hit, and Gordon isn´t wearing the HEV suit yet, also if you get caught by the cops in the stairs during the raid, I think you get a white screen and then reloads a checkpoint.
Before going into the appartments, you go through an alley and 2 cops are arresting 2 citizens, if you bother them and get hit trying to get through them, you get the white screen, and then reapear a few steps away instead of them arresting you or something.[/QUOTE]
Make it so that if you get hit, you just faint and wake up on the same spot, then you pick yourself up off the ground . :v:
[QUOTE=tehstrelok;44610733][QUOTE=i_speel_good;44610684]I think it would be nicer if the hl2 pistol sound mimicked (but not copied) the original USP match.[/QUOTE]
I think mine kinda sounds like it, except it doesn´t have the ding noise you hear in the real life video.
[QUOTE=Mr. Someguy;44610709]Make it so that if you get hit, you just faint and wake up on the same spot, then you pick yourself up off the ground . :v:[/QUOTE]
Is this really necessary though?
[QUOTE=UntouchedShadow;44611099]Is this really necessary though?[/QUOTE]
Its so easy to do map wise there is no excuse to not do it.
[QUOTE=tehstrelok;44610074]eh, another thing, in point insertion, a stunstick hit should always knock you down just like when you first meet Alyx, and then get a game over screen with a postmorten message saying something about being captured or something, it would be a lot better than getting indefinetly hit by an angry cop and never diying or anything, during the apartment raid, you can also see that citizens are knocked unconcious instantly with one stunstick hit, and Gordon isn´t wearing the HEV suit yet, also if you get caught by the cops in the stairs during the raid, I think you get a white screen and then reloads a checkpoint.
Before going into the appartments, you go through an alley and 2 cops are arresting 2 citizens, if you bother them and get hit trying to get through them, you get the white screen, and then reapear a few steps away instead of them arresting you or something.[/QUOTE]
it would be cool if you just fell down and played a quicker get up animation that is used when you meet alyx, so it doesn't distract too much but makes a bit of sense
[editline]22nd April 2014[/editline]
[QUOTE=UntouchedShadow;44611099]Is this really necessary though?[/QUOTE]
there's not a lot of things that are really necessary but they are still being put into the game, like the extra npcs, hidden pathes, full-body awareness, hidden weapons etc.
this should never be an argument against a feature suggestion.
The problem with having you collapse and then go through an annoying 'getting up' animation when you get hit by a stunstick is that it's only meant to teach the player not to mess with the cops, not be an actual punishment. If the player is forced to sit through an animation, or they 'die and come back' somewhere nearby, it's kind of annoying and unnecessary for someone just experimenting in the game and it may discourage them from experimenting with the physics later on. It actually punishes them for experimenting rather than giving them an extra avenue of exploration.
I also think you guys are putting to much work on the developers, I'm more concerned with getting anything approaching a playable demo at this stage then focusing on extras. All of this unnecessary stuff adds up and makes it increasingly difficult for a small amount of people working in their free time to get organised and get anything done. Maybe we should discuss this stuff after a demo or something is shown? That way we could have an approximate knowledge of how long all of these kinds of extras would take in the grand scheme of the mod.
Most of the extra stuff that's been suggested amounts to optional side paths and things to warrant a second playthrough. when they say they don't want anything that changes game play, they most likely mean that they only want to add things that are optional (not modifying things like weapons, ai and levels substantially) and not going to modify the core experience of the game (like forcing players through an annoying animation just for experimenting).
Credits to Juniez for fixing my slide, you're awesome!!
[t]http://i.minus.com/ibmMbU08dpzkB0.png[/t]
[t]http://i.minus.com/i9e5atiyy92v0.png[/t]
[t]http://i.minus.com/i8ZCuLmqDFzsZ.png[/t]
[t]http://i.minus.com/ibjJzeeIAFdhgQ.png[/t]
[QUOTE=DONOTWANT;44609204]Can the pistol be made to change in pitch with how rapidly it's fired?[/QUOTE]
How does that even make any sense.
What.
[QUOTE=I am Error;44612542][QUOTE=DONOTWANT;44609204]Can the pistol be made to change in pitch with how rapidly it's fired?[/QUOTE]How does that even make any sense.
What.[/QUOTE]All I'm suggesting is that the more rapidly the player fires the pistol, the higher it gets in pitch. Here's an exaggerated version of what I'm talking about.
[URL]http://www.youtube.com/watch?v=d8hlj4EbdsE[/URL]
[QUOTE=DONOTWANT;44612712]All I'm suggesting is that the more rapidly the player fires the pistol, the higher it gets in pitch. Here's an exaggerated version of what I'm talking about.
[URL]http://www.youtube.com/watch?v=d8hlj4EbdsE[/URL][/QUOTE]
That's not happening because the weapon automagically makes a higher pitched sound with every shot, that happens because the weapon fires at such a high rate the sound waves between each shot become extremely compact, resulting in a high pitched (high frequency) sound. If you shot the pistol that fast in HL2, that would happen without deliberate implementation. The maximum speed you can fire the pistol at in HL2 is nothing compared to that.
I like the HL2 pistol's PAF PAF PAF sound. It's iconic.
[QUOTE=billi999;44612758]That's not happening because the weapon automagically makes a higher pitched sound with every shot, that happens because the weapon fires at such a high rate the sound waves between each shot become extremely compact, resulting in a high pitched (high frequency) sound. If you shot the pistol that fast in HL2, that would happen without deliberate implementation. The maximum speed you can fire the pistol at in HL2 is nothing compared to that.[/QUOTE]And here I thought the sound files just start to overlap awkwardly, similar to how npcs say several things at the same time when the time-scale is increased.
[QUOTE=ViralHatred;44613039]I like the HL2 pistol's PAF PAF PAF sound. It's iconic.[/QUOTE]
enhanced paf
[QUOTE=DONOTWANT;44613116]And here I thought the sound files just start to overlap awkwardly, similar to how npcs say several things at the same time when the time-scale is increased.[/QUOTE]
I don't know if that was sarcastic, and your example is actually correct but probably wouldn't make as much of a difference as you were expecting unless you had the time scale on 50 or something ridiculous.
The way sound behaves in electronics is different to real life (which you probably figured). You've got a limited volume range where if you have too much sound going on, none of it is stored beyond that boundary, instead just getting flattened out at the maximum loudness. This produces an effect called clipping, you can see it if you amplify something by a large amount in Audacity; it makes audio sound muddy.
But to try and stick to the topic at hand, let's think about it like this. you have a sound wave that plays at 50Hz or 50 waves per second, which is pretty low. If you play that wave 10 times per second, the sound does overlap, but it folds onto the existing wave. I really don't know how to describe it, but basically the sound is now actually at 500Hz, because it starts again 500 times every second. This is the basis of what's called harmonics in music.
[URL="https://en.wikipedia.org/wiki/Harmonics"]https://en.wikipedia.org/wiki/Harmonics[/URL]
Were idle animations for weapons agreed on? They were back in 2012 but idk if that's changed.
Either way, I'm all for it and I'm sure everyone else is too
[QUOTE=IceyMalone;44615240]Were idle animations for weapons agreed on? They were back in 2012 but idk if that's changed.
Either way, I'm all for it and I'm sure everyone else is too[/QUOTE]
I sure as hell wouldn't complain about them, even though I don't really care.
[QUOTE=ViralHatred;44613039]I like the HL2 pistol's PAF PAF PAF sound. It's iconic.[/QUOTE]
I always felt like I was using an airsoft gun. The damage output on anything larger than a headcrab didn't help either.
[editline]22nd April 2014[/editline]
I changed the sound on mine and it's a lot more fun to use. Sound is important.
[QUOTE=Mr. Someguy;44617625]Sound is important.[/QUOTE]
I hope to achieve the quality the mod needs
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